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Topics - astronoth

#1
Help / When trying to install worldpawnGC
February 09, 2017, 02:43:14 AM
I unzipped the folder for the mod and moved the folder to the mods def folder and it gives me this and is not available to enable. 

Found no usable data when trying to get defs from file About.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


https://ludeon.com/forums/index.php?topic=30114.0 the download was from this forum.

Have I just done something wrong?
#2
Whenever I change an apparel stockpile to just a single item while I have another stockpile somewhere else with apparel as well it won't transfer item to apparel stockpile it says the no stockpile configured greyed out message on right click drop down menu.  I've tried multiple things to prevent it such as reinstalling and such and just to note I only have the 1 one stockpile accepting item.
#3
General Discussion / Formed caravan healing
December 22, 2016, 06:45:25 AM
is there a way to heal pawns once a caravan has been formed and embarked?
#4
General Discussion / Caoturing prisoners after attack
December 21, 2016, 05:38:59 PM
Does anybody know a way to capture the downed enemy survivors once victorious over an enemy outpost?
#5
Ideas / multi-suggestions.
July 21, 2016, 05:28:47 AM
I'll try to make this short but I have many ideas, congrats on your recent Steam release and I'd like to send praise for being so community minded in regards to AMA among other things.  Thanks, I absolutely love Rimworld so I hope I can help expand upon it.  keep up the good work and don't forget I have message box if you wish for any elaboration!

to start I really hope with the upcoming update soon there will be hookers and blow.  a hooker troupe passing through would be a well deserved break for willing colonists, but damaging to other sorts.

I dream and drool about being able to mount my cavalry to respond quickly enough to a Viking style enemy raid via ships loaded with loot.

Please add a sport event of some kind like the party event.  A death sport would be awesome and if you could invite friendly colonies to compete would be great! 
I'd suggest an incarnation of your own, but ultimately mine would be a  last man standing type one (think royal rumble or king of the hill. but horseshoe toss would suffice.  Boxing matches come to mind as well.

Athletics skill could be interesting in that it could be a work efficiency related skill vs a real (Rim)world application skill.  that isn't trainable. (but winning an event equals rewards!) 

concealment for both bases to help prevent raids and colonists to make sniper posts,  but the enemy could conceal a raid too and surprise you with concealed sniper posts of their own on your territory and or had spied on you and knows where yours already are.

enemy spies and counter espionage. I have so much to say about this

psycology

level 20 rewards  a lvl 20 dr. could use psycology or even hypnosis (with a golden trinket of course) to prevent bad moods where as before level 20 he could not. 

cage traps which you spoke about in AMA against I understand, but as a healthy  opposing view please allow me to rebuttal it.
If it is a reward than the player has earned it, and besides that it dosent have to be super effective, while an animal may not escape easy, an enemy soldier could break out easily given right amount time/material used on cage. 
Also that if the player makes it successfully in time to the trapped enemy the enemy is still hostile and could be enraged (so dosent retreat after battle) and therefore would still need to be put down before hand and would not be without a fight.) 
and what I said about concealment earlier in regards to this, if it is not concealed properly enough it wouldn't be effective at all against an enemy soldier.
if concealment was a reward as well you would need 2 level 20 skills on 1 colonist in order for it to work against raiders.
So I'm suggesting is it dosent even become effective at trapping enemies really until you've earned it, and even than you still have to take enemy down regardless. (except for manhunter packs it would be effective against them earlier.)

sedatives, if a enemy wants to be as dumb as an animal and eat food just laying around in enemy territory, it is his own fault if that food was tainted by sedatives and adds to story complex.
to combat player exploit perhaps you could make it very mental damaging across the board if colonist forced sedated by the player. perhaps make sedatives highly degradable when not frozen as well.

Bio hazard please, I want bio weapons too (bio hazards are an untapped market if you ask me!) again think rewards this time for players hard fought battle against cleanliness and or disease. This opens up farming the right kind of bug, or hunting the right kind of diseased animal.

mine carts or some form of mass resource transport such as pack animals,which takes abundant resources to make of course.  also with enough resources according to distance, permanent establishment of trade between friendly colonies that could also be blockaded like a siege raid.

teaching. 
I found it frustrating I had a dozen colonists but only one had high animal husbandry and he dosent bother to help the collective as a whole.  just limit it so that teacher has to be high but only than can train to a low level.
this counters a somewhat game breaking mechanic.

interactive research such as that if a colonist had built multiple power plants  already, he could boost reseach in say geothermal if not already researched. (if he reseaches it himself especially!)

random hyperness for temp work boost, random laziness.

self replicating explorer probes that could be a very rare event and could be captured to give to player a research boost
(to implement Glitterworld more as well)

could volcano area be a biome where you could than find highly durable stone if you so choose too to raise the volcanic ash event level on your map for such a thing vs being only able to buy the rock hard... rock?

fragrances and plastics

oils for torches, cooking ingredients, leather working or perfume and the list goes on... plastics comes to mind

bone for construction and along with leather for armor working,

sea traders
(I feel you do not use the all important ocean enough to your advantage!)  like washed up whales as a random event which could provide oils, bone and meat on large scale or that you could rescue with enough colonists for a happiness boost)
the ocean also encourages a variety of different play areas as caves have become the most effective.

variety of tastes amongst colonists, just some examples if you do decide.   so they be happier when eating pizza, etc.., also tastes in art, cave vs outdoor buildings, how you kill raiders, what animal types you butcher.

dirt or clay building as a less durable but less flammable means to add to variety of easy abundant build material besides wood, suitable dirt could only be found near water though,
have it deteriorate makes sense too since its easily abundant but not flammable.  to obtain it though seems somewhat difficult to implement.  I suggest a new version of growing zone/plant cutting placed around water.

fresh water necessity, if only even an option and when turned on could only be a mood effect or somewhat health damaging, its an immersion thing.  also cholorhea as a random event.

the internet which significantly increases reseach speed.  it could also be used to trade easier amongst local planetary friendlies. and help find out raids in advance. research different uses of it after the fact I think makes sense.  internet is so important in society I feel this has to be implemented eventually in some form or another.

refugees (visitors as a resource bonus) an event which temporarily gives you many colonists if you agree to take them in till they gather enough wood etc for them selves to move on and start over.
or  that they become permanent visitors, whom each day you take care of them they could provide a variety of local collectibles or even silver.

leader election or more negative despot/dictator if not properly maintained/player tried to get a certain one elected by corrupt means and failed
(all the other factions have leaders!)
unrest in numbers/civil war battles or the opposite we love the mayor day celebration

alternative endings:
build missle silos and dominate planet. it makes all factions max hostile if begun. (very hard)
glitterworld achievement through economic means (easy but tedious and upto a lot of chance)

option to choose a time limit vs waiting for unstoppable wipe.

consensus taking of some kind on what colonists want most for you to do for them. (not mood but suggested paths for research, buildings etc...)

pictures for beauty and mood effects particualry wedding photos and to reminisce of deceased loved ones.

trenches? or something that would help mitigate explosive attacks against colonists. 

new years celebrations which rewards for the amount of fireworks you procure for it/quality of food for feast 

banning colonists. who can form a raiding party afterwards... even an earlier said spy who player did not controversialy execute before

sunburn(mood effect) and submerging in water to cooldown

garden hoses and sprinklers. (auto fire suppression)

designated police officers (or at least intimidation against mental breakdown and getting their butt kicked if they not the greatest in melee or surrounded by well armed colonists... think rewardsfor lvl 20 melee)

diamonds (surely you have ideas for these)

Smokes bombs to greatly increase chance to miss wheter inside or out of it (safe escape and rescue/enemy retreat.  also gas masks to counter effects.

how attractive a colonist is meaning aura happiness/dishappiness also greater disfigure mood damage the higher this level is

youthful spirit which disappears like bad back appears

bounty hunters/friendly passerbys who can randomly appear during a raid to help. 

research time traveling or cloning. (resurrecting colonists by bring them from the past time or past dna sample gathered)

hobbies for colonists.

self healing to reasonable degree,

obtain celebrity status for a colonist amongst your colonists
music, broadcast your own radio show for faction relations.

banks, both positive and negative interests. also insurance and buying research, banks will send mercenaries if you don't pay in time.

slaver faction, scavenger/nomadic faction, glitterworld humanitarian faction, barbarian faction (heavy melee)

antibiotics, healing crytals, laughter is the best medicine... random healing event?

acid rain

loss of teeth, can only eat nurtrient paste.

policies and ideologies, mayors house and other civic buildings.

plastics (please!)


If traveling is ever implanted... these i could see not having to switch screens.

able to travel to a boss battle? (to start the event once the colonists return.)

large projects that take place off map, think wonders that the player may undertake.  there are so many real world sources: hydro dams, great structures (hapiness boost and or raider subversion) Kepler telescope (trade ship spotting and signaling) Great statues (skill bonuses), great garden (daily food delivery, medicine, happiness, etc..)

scouting (sending a colonist off map for early raid warning) also scouting would be usefull in player choice because if he sends one who breaks down while gone, player loses scout.  it should also take right kind of food that dosent spoil and sufficient means to protect himself.
(plastics-tuberware required)











































































#6
Ideas / i think it is a good idea too..
April 08, 2016, 05:48:57 AM
Provide constructive criticism.  Its apr. 8 '16 when i write this and i just finished trying rimworld alpha 13.  Throughly impressed, i love your work.  Good job!

Fyi i understand its wip.

But now,

You call it a colony simulator.  Lets get civil service involved.  If your colonists are of a tribal persuasion they prefer caves and hunting and gathering as thier system of governace.  Yknow?  Same as we midworlds prefer our luxuries amongst the different classes.

It adds a nice touch to have systems of governace that can collapse due to preferences avaible.  And anarchy?  Well not combating mental break here as your colonists have raised up and molotoved the mayors house (molotovs the mayor made to protect the colonists too!)
Id really like to see the blood thirsty victorian era execution happiness bonus or the roman coloseum spectacle where you could have a fight club for entertainment.   

Firefly loved thier old west esque atmosphere however so if the system of government was to be whatever youable to touch upon then at least you touched upon this very important aspect of a colony.

Next is another very important goodie i feel is important in the grand scheme of havi g a colony and that is water, fresh water.  A well and all.  Researching desanilization and handling sewage to avoid chlorhea too.

And all these spaceship merchants? You should probably make it apparent where exactly they goto when not in range, in the lore. Ive always wondered why i cant use my spaceship for trade instead and opt to continue playing the colony once it is built.

I like your hard work as i said, but this is still a video game!  Think playstation.  Blow crap up.  Dynamite mining, cluster bombs, gas attacks and the list goes on such as... More elaborate things like fortified defenses agisnt the new threat.

If the enemy is eauipped witb gasmasks and hurling smoke bombs and repeling, yes repelling your walls! Than you could be counting your blessings you built that air filtration system complete with the outdoor fans for this exact situation.

I made a suggestion thread for these it but i still want to high light them here and that is a naval and animal mount aspect to the game.  I really want to see ocean features implemented. Primarily the raids and the bonus loot on captured ships of fallen searaiders.

If you could opt to have a sail boat colony floating fortress type, i think if it was an arcade/chalenge mode type even it could be quite fun. Im assuming thats too much of a stretch though. 

Also to research underwater colony structures... Joy :)

Your storytellers are fine, except the player should be able to make a custom one with preset ranges and calculations. Such as, make mother nature in all her fury to make weather become your worst enemy or if you want a story teller who is random amongst certain guidelines of your choosing. 
I would make the robot story teller who seeks to eradicste life just for shits and giggles in how well i could do.

Update the graphics.  Will they ever have arms and legs? 

It is a necessry evil to me.  Make tools like picks or kitchen knieves equipable and necasry to work that trade.

The world never seems like it should be short of mercenaries but yet they no where to be found.  Mercensries are defensive permanent visitors who dont work just defend given location and are expendable (or untill the treasury runs out)

Why no...  Explosive arrows, crossbows, simple gun crafting, fear induced mental break, Horses, traveling to snother region, friendly/hostile but competeing for resources other colonies, launching a raid campaign of your own, military drills and training, schooling/mentoring,  all kinds of expeditions(trade, foraging, so on so forth) PENGUINS! Video games, smoked meat, blood types, hemp and all its vasrtness in variety of use, ammunition and ammo types,  food preserving and meat curing, salt of course(salt is important in so many ways to a developing soceity) ,armor crafting, pottery (for forging mostly) So also why no clay

Most importantly why no steel shields... 




#7
Ideas / weapon mods and repairing
April 08, 2016, 04:17:31 AM
Please
#8
Ideas / teacher skill and library.
April 08, 2016, 04:16:36 AM
I get it literature is hard to find way out in rimworld.  But if you have a writer and he also likes to teach... And he crafts one heck of a text on farming?  Why you could sell him to slavers at a higher price and still have his teachings in your library amongst all the smut magazines you bought from pirates... Smut magazines to combat mental break of course.
#9
Ideas / stealth
April 08, 2016, 04:10:47 AM
If you could power a cloaking device to avoid enemie raids entirely is gonna be costly but if you love your colonists you spare them the horrors of war.

If individual stealth could do things like camoflouge better or be better at scouting with my other sugestions too please.
#10
My god if my swords and rifle men could mount animals thatd be truly astronomically amazing and i dont even want to jinx it yet but dare i say war elephant!? 

Also yes bufalo/ox types meet plow and wheat fields.
#11
Ideas / mobile stockpiles
April 08, 2016, 03:59:32 AM
Wagons and saddle bags please with an ox cart having the higher of capacities and if you realistclly need to fix wagon wheels and such too. 
#12
Ideas / slavers
April 08, 2016, 03:56:57 AM
The new neutral evil faction.  If they could specialize in the organ and body parts trade thatd be great.  I could see myself having to buy my forgotten scouts back from slavers one day if the ideas become reality.
#13
Ideas / fitness, diet and energy levels.
April 08, 2016, 03:51:04 AM
If your fit nothing should be a problem for you but if your tubby hauling that large stone aint gonna be that sunday brunch you had twice in one day last sunday.  But if you eat an energy meal comlosed of carbs and sugar along with some coffee why even the largest of objects could be moved quickly and easy. 
But sleep is to energy what food is to hunger.  If your daily energy.maximum between sleep intervals is only suffering say sitting a bench going "ummmm did the antimatter space probe thingy go in the uranus conceivaltor??" than your probaly not expending much max energy levels for days.

If they could get sore parts temporarily thatd be great at a cost of no not mental break!!! :(  But of productivity.  Also tylenol/painpills.
#14
Ideas / language
April 08, 2016, 03:41:04 AM
I would like to see language become a factor in trade even.   Only one person in the convo would need a complex communication trait to avoid having to learn more languages but that is like industrious, kind of rare. 

You would expect a halfwit tribal warrior who likes eating and killing only to be able to trade with a say a pirate merchant, would you? 

#15
I want to see not only surgical and kitchen utensils needed but also to be cleaned regularly and properly depending on what it had been used for if it needs to be disinfected or nust washed.
#16
Ideas / system of faith
April 08, 2016, 03:20:07 AM
Combat mental break
#17
Ideas / taxidermy
April 08, 2016, 03:19:18 AM
Combat mental break
#18
Ideas / hobbies
April 08, 2016, 03:18:17 AM
Combat mental break
#19
Ideas / naval activities
April 08, 2016, 03:17:49 AM
Fishing, viking type raids and trade would be great but having a coastal defense would be phenomenal.  Nothing elaborate may be a depth charge or 2, shark pens a stretch im guessing but implementing water activities could also lead to other more simple things like swimming and beach going to relax or

even simpler if the whole concept is ever doable or not id think would be finding ocean memorabilia like seashells etc to lively up the place. 
#20
Do you smell that? If more hair affects temperature and movement speed when wet,   things like bad hygiene are realistic social complexeties.